WASSIm. Posted May 8, 2013 Posted May 8, 2013 (edited) hi guys i have problem if player select exm TBOGT all player have this local x,y = guiGetScreenSize() function select() TLADvisible = guiGetVisible(IV) TBOGTvisible = guiGetVisible(TBOGT) IVvisible = guiGetVisible(TLAD) if (IVvisible == false) and (TBOGTvisible == false) and (TLADvisible == false) then IV = guiCreateStaticImage(x*0.75, y*0.401, x*0.210, y*0.350, "images/IV.png", false) TBOGT = guiCreateStaticImage(x*0.40, y*0.401, x*0.220, y*0.350, "images/TBOGT.png", false) TLAD = guiCreateStaticImage(x*0.05, y*0.401, x*0.200, y*0.350, "images/TLAD.png", false) dxDrawRectangle(0, 0, x*1, y*1, tocolor(0, 0, 0, 206), false) dxDrawText("Select your favorite GTA4", x*0.35, y*0.0846354166666667, x*0.83984375, y*0.1640625, tocolor(255, 255, 255, 255), 2.00, "pricedown", "left", "top", false, false, true, false, false) addEventHandler("onClientGUIClick", IV, dataIV) addEventHandler("onClientGUIClick", TBOGT, dataTBOGT) addEventHandler("onClientGUIClick", TLAD, dataTLAD) addEventHandler("onClientRender", getRootElement(), draw) showCursor(true) setElementFrozen(localPlayer, true) end if (IVvisible == true) and (TBOGTvisible == true) and (TLADvisible == true) then removeEventHandler("onClientRender", getRootElement(), draw) guiSetVisible(IV, false) guiSetVisible(TBOGT, false) guiSetVisible(TLAD, false) showCursor(false) setElementFrozen(localPlayer, false) end end bindKey("F2", "down", select ) function dataIV() setElementData(localPlayer, "Idioma", "IV") removeEventHandler("onClientRender", getRootElement(), draw) guiSetVisible(IV, false) guiSetVisible(TBOGT, false) guiSetVisible(TLAD, false) showCursor(false) setElementFrozen(localPlayer, false) txd = engineLoadTXD(":packweapon/weapon/ak47.txd", 355 ) engineImportTXD(txd, 355) dff = engineLoadDFF(":packweapon/weapon/ak47.dff", 355 ) engineReplaceModel(dff, 355) txd = engineLoadTXD(":packweapon/weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF(":packweapon/weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD(":packweapon/weapon/shotgspa.txd", 349 ) engineImportTXD(txd, 349) dff = engineLoadDFF(":packweapon/weapon/shotgspa.dff", 349 ) engineReplaceModel(dff, 349) txd = engineLoadTXD(":packweapon/weapon/colt45.txd", 346 ) engineImportTXD(txd, 346) dff = engineLoadDFF(":packweapon/weapon/colt45.dff", 346 ) engineReplaceModel(dff, 346) txd = engineLoadTXD(":packweapon/weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF(":packweapon/weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD(":packweapon/weapon/knifecur.txd", 335 ) engineImportTXD(txd, 335) dff = engineLoadDFF(":packweapon/weapon/knifecur.dff", 335 ) engineReplaceModel(dff, 335) txd = engineLoadTXD(":packweapon/weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF(":packweapon/weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD(":packweapon/weapon/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF(":packweapon/weapon/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD(":packweapon/weapon/molotov.txd", 344 ) engineImportTXD(txd, 344) dff = engineLoadDFF(":packweapon/weapon/molotov.dff", 344 ) engineReplaceModel(dff, 344) txd = engineLoadTXD(":packweapon/weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF(":packweapon/weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD(":packweapon/weapon/rocketla.txd", 359 ) engineImportTXD(txd, 359) dff = engineLoadDFF(":packweapon/weapon/rocketla.dff", 359 ) engineReplaceModel(dff, 359) txd = engineLoadTXD(":packweapon/weapon/chromegun.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF(":packweapon/weapon/chromegun.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD(":packweapon/weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF(":packweapon/weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD(":packweapon/weapon/glancher.txd", 347 ) engineImportTXD(txd, 347) dff = engineLoadDFF(":packweapon/weapon/glancher.dff", 347 ) engineReplaceModel(dff, 347) txd = engineLoadTXD(":packweapon/weapon/missile.txd", 345 ) engineImportTXD(txd, 345) dff = engineLoadDFF(":packweapon/weapon/missile.dff", 345 ) engineReplaceModel(dff, 345) txd = engineLoadTXD(":packweapon/weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF(":packweapon/weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD(":packweapon/weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF(":packweapon/weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD(":packweapon/weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF(":packweapon/weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD(":packweapon/weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF(":packweapon/weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) end function dataTBOGT() setElementData(localPlayer, "Idioma", "TBOGT") removeEventHandler("onClientRender", getRootElement(), draw) guiSetVisible(IV, false) guiSetVisible(TBOGT, false) guiSetVisible(TLAD, false) showCursor(false) setElementFrozen(localPlayer, false) txd = engineLoadTXD(":packweapon/weapon/tbogt/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF(":packweapon/weapon/tbogt/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD(":packweapon/weapon/tbogt/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF(":packweapon/weapon/tbogt/satchel.dff", 363 ) engineReplaceModel(dff, 363) txd = engineLoadTXD(":packweapon/weapon/tbogt/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF(":packweapon/weapon/tbogt/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD(":packweapon/weapon/tbogt/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF(":packweapon/weapon/tbogt/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD(":packweapon/weapon/tbogt/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF(":packweapon/weapon/tbogt/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD(":packweapon/weapon/tbogt/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF(":packweapon/weapon/tbogt/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD(":packweapon/weapon/tbogt/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF(":packweapon/weapon/tbogt/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD(":packweapon/weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF(":packweapon/weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD(":packweapon/weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF(":packweapon/weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD(":packweapon/weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF(":packweapon/weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD(":packweapon/weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF(":packweapon/weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) end function dataTLAD() setElementData(localPlayer, "Idioma", "TLAD") removeEventHandler("onClientRender", getRootElement(), draw) guiSetVisible(IV, false) guiSetVisible(TBOGT, false) guiSetVisible(TLAD, false) showCursor(false) setElementFrozen(localPlayer, false) txd = engineLoadTXD(":packweapon/weapon/tlad/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF(":packweapon/weapon/tlad/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD(":packweapon/weapon/tlad/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF(":packweapon/weapon/tlad/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD(":packweapon/weapon/tlad/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF(":packweapon/weapon/tlad/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD(":packweapon/weapon/tlad/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF(":packweapon/weapon/tlad/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD(":packweapon/weapon/tlad/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF(":packweapon/weapon/tlad/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD(":packweapon/weapon/tlad/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF(":packweapon/weapon/tlad/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD(":packweapon/weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF(":packweapon/weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD(":packweapon/weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF(":packweapon/weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD(":packweapon/weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF(":packweapon/weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD(":packweapon/weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF(":packweapon/weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD(":packweapon/weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF(":packweapon/weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) end function join() setElementData(localPlayer, "Idioma", "IV") end addEventHandler("onClientPlayerLogin", getRootElement(), join) Edited May 10, 2013 by Guest
Castillo Posted May 8, 2013 Posted May 8, 2013 You are saying that if a player selects one of these "mod packs", everyone on YOUR screen will have these weapons? San Andreas Utopia RPG (SAUR) Owner & Developer. Education is the most powerful weapon which you can use to change the world.
WASSIm. Posted May 8, 2013 Author Posted May 8, 2013 no. exm this if player select dataIV Usually only player selecting have health (isPlayerOnGroupIV) but all player have that health addEventHandler("onClientGUIClick", IV, dataIV) if ( enablePlayerHealth ) then dxDrawRectangle(hx5, hy5, hx6, hy6,tocolor(0,0,0,170),false) dxDrawRectangle(hx1, hy1, hx2, hy2,tocolor(0,0,0,150),false) dxDrawBorderedText(""..tostring(currenthealth).."%",hx1+200, hy1-2, hx2, hy2,tocolor(220,220,220,255),scale-1,font2,"center","top",false,false,false) if ( exports.setting:isPlayerOnGroupIV ( source ) ) then dxDrawRectangle(hx3, hy3, hx4, hy4,tocolor(90,125,90,255),false) elseif ( exports.setting:isPlayerOnGroupTBOGT ( source ) ) then dxDrawRectangle(hx3, hy3, hx4, hy4,tocolor(220,220,220,255),false) elseif ( exports.setting:isPlayerOnGroupTLAD ( source ) ) then dxDrawRectangle(hx3, hy3, hx4, hy4,tocolor(90,0,0,255),false) end end
Castillo Posted May 8, 2013 Posted May 8, 2013 I still don't get what do you mean. San Andreas Utopia RPG (SAUR) Owner & Developer. Education is the most powerful weapon which you can use to change the world.
WASSIm. Posted May 8, 2013 Author Posted May 8, 2013 if player select dateIV have setElementData(localPlayer, "Idioma", "IV") to player selecting but all player have that ElementData IV i think bug to (localPlayer)
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